Sol-Arcane Flare

The sun and magic go hand-in-hand, and the sun was often seen as both the source of magic and force of wonder in and of itself in the mystical rituals of many cultures. As it is Sun Week, it is only appropriate that we pay homage to a force that is so ever-present and awe-inspiring with new magical spells.

You awaken the natural magical energy of sunlight within an area, damaging undead and emboldening the living. You may only cast this spell outdoors during the day. The spell’s duration immediately ends after sunset, even if there would normally be time remaining. The area of the spell becomes bright light and darkness spells cast within it do not function unless they are a higher spell level. Undead creatures within the spell’s area suffer a number of points of damage equal to 2d6 + your caster level each round they begin within the area. A successful Will save halves this damage. Additionally, living creatures within the area are strengthened, gaining a +2 size bonus to Strength while within the area. Creatures of the plant type also gain fast healing 5 within the affected area.

You invoke the sun’s power, which is made manifest as a miniature sun that blinds and burns those that get too close. You create a sphere of bright solar fire within the spell’s range, and each round on your turn creatures within the sphere suffer 10d6 points of fire damage. A successful Reflex save halves this damage. Undead creatures within the sphere suffer maximum damage from this effect, and must additionally make a Will save or become frightened for 1d4 rounds. Additionally, the sphere sheds bright light in a 100-foot radius, and increases the light level by 3 steps (maximum bright light) in the area up to 1,000 feet away from the sphere. Finally, ambient heat from the sphere deals 4d6 points of fire damage to characters within 100 feet of the sphere, 2d6 points of fire damage to characters within 200 feet of the sphere, and 1d6 points of fire damage to characters within 300 feet of the sphere. There is no save to reduce this fire damage.

You transform yourself into pure sunlight, attaining a nearly immortal state and gaining tremendous power. You become pure light, gaining the incorporeal subtype and defensive abilities, a fly speed equal to 10 times your land speed with perfect maneuverability, and you shed bright light in a 100-foot radius. This light counts as sunlight for the purposes of affecting creatures who are strongly affected by sunlight. In your transformed state, you gain a +10 size bonus to Dexterity and Constitution, you retain the ability to speak, cast spells, and use extracts, and you also gain 2 light ray attacks and a touch attack. The light rays have a range of 100 feet and are ranged touch attacks that deal 5d6 points of damage on a successful hit, or twice that much to undead creatures. Additionally, on a critical hit, the target is blinded for 1 round. The touch attack is a melee incorporeal touch attack that deals 1d6 points of damage per caster level and forces the target to make a Will saving throw or become permanently blinded. If you confirm a critical hit with this melee touch attack, the target receives no saving throw to negate the effect.